| var<private> rand_seed : vec2<f32>; |
| |
| fn rand() -> f32 { |
| rand_seed.x = fract((cos(dot(rand_seed, vec2<f32>(23.140779495, 232.616897583))) * 136.816802979)); |
| rand_seed.y = fract((cos(dot(rand_seed, vec2<f32>(54.478565216, 345.841522217))) * 534.764526367)); |
| return rand_seed.y; |
| } |
| |
| struct RenderParams { |
| modelViewProjectionMatrix : mat4x4<f32>; |
| right : vec3<f32>; |
| up : vec3<f32>; |
| } |
| |
| @binding(0) @group(0) var<uniform> render_params : RenderParams; |
| |
| struct VertexInput { |
| @location(0) |
| position : vec3<f32>; |
| @location(1) |
| color : vec4<f32>; |
| @location(2) |
| quad_pos : vec2<f32>; |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| position : vec4<f32>; |
| @location(0) |
| color : vec4<f32>; |
| @location(1) |
| quad_pos : vec2<f32>; |
| } |
| |
| @stage(vertex) |
| fn vs_main(in : VertexInput) -> VertexOutput { |
| var quad_pos = (mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos); |
| var position = (in.position + (quad_pos * 0.01)); |
| var out : VertexOutput; |
| out.position = (render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0)); |
| out.color = in.color; |
| out.quad_pos = in.quad_pos; |
| return out; |
| } |
| |
| @stage(fragment) |
| fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> { |
| var color = in.color; |
| color.a = (color.a * max((1.0 - length(in.quad_pos)), 0.0)); |
| return color; |
| } |
| |
| struct SimulationParams { |
| deltaTime : f32; |
| seed : vec4<f32>; |
| } |
| |
| struct Particle { |
| position : vec3<f32>; |
| lifetime : f32; |
| color : vec4<f32>; |
| velocity : vec3<f32>; |
| } |
| |
| struct Particles { |
| particles : array<Particle>; |
| } |
| |
| @binding(0) @group(0) var<uniform> sim_params : SimulationParams; |
| |
| @binding(1) @group(0) var<storage, read_write> data : Particles; |
| |
| @binding(2) @group(0) var texture : texture_2d<f32>; |
| |
| @stage(compute) @workgroup_size(64) |
| fn simulate(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) { |
| rand_seed = ((sim_params.seed.xy + vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw); |
| let idx = GlobalInvocationID.x; |
| var particle = data.particles[idx]; |
| particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5)); |
| particle.position = (particle.position + (sim_params.deltaTime * particle.velocity)); |
| particle.lifetime = (particle.lifetime - sim_params.deltaTime); |
| particle.color.a = smoothStep(0.0, 0.5, particle.lifetime); |
| if ((particle.lifetime < 0.0)) { |
| var coord = vec2<i32>(0, 0); |
| for(var level = (textureNumLevels(texture) - 1); (level > 0); level = (level - 1)) { |
| let probabilites = textureLoad(texture, coord, level); |
| let value = vec4<f32>(rand()); |
| let mask = ((value >= vec4<f32>(0.0, probabilites.xyz)) & (value < probabilites)); |
| coord = (coord * 2); |
| coord.x = (coord.x + select(0, 1, any(mask.yw))); |
| coord.y = (coord.y + select(0, 1, any(mask.zw))); |
| } |
| let uv = (vec2<f32>(coord) / vec2<f32>(textureDimensions(texture))); |
| particle.position = vec3<f32>((((uv - 0.5) * 3.0) * vec2<f32>(1.0, -1.0)), 0.0); |
| particle.color = textureLoad(texture, coord, 0); |
| particle.velocity.x = ((rand() - 0.5) * 0.100000001); |
| particle.velocity.y = ((rand() - 0.5) * 0.100000001); |
| particle.velocity.z = (rand() * 0.300000012); |
| particle.lifetime = (0.5 + (rand() * 2.0)); |
| } |
| data.particles[idx] = particle; |
| } |
| |
| struct UBO { |
| width : u32; |
| } |
| |
| struct Buffer { |
| weights : array<f32>; |
| } |
| |
| @binding(3) @group(0) var<uniform> ubo : UBO; |
| |
| @binding(4) @group(0) var<storage, read> buf_in : Buffer; |
| |
| @binding(5) @group(0) var<storage, read_write> buf_out : Buffer; |
| |
| @binding(6) @group(0) var tex_in : texture_2d<f32>; |
| |
| @binding(7) @group(0) var tex_out : texture_storage_2d<rgba8unorm, write>; |
| |
| @stage(compute) @workgroup_size(64) |
| fn import_level(@builtin(global_invocation_id) coord : vec3<u32>) { |
| _ = &(buf_in); |
| let offset = (coord.x + (coord.y * ubo.width)); |
| buf_out.weights[offset] = textureLoad(tex_in, vec2<i32>(coord.xy), 0).w; |
| } |
| |
| @stage(compute) @workgroup_size(64) |
| fn export_level(@builtin(global_invocation_id) coord : vec3<u32>) { |
| if (all((coord.xy < vec2<u32>(textureDimensions(tex_out))))) { |
| let dst_offset = (coord.x + (coord.y * ubo.width)); |
| let src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width)); |
| let a = buf_in.weights[(src_offset + 0u)]; |
| let b = buf_in.weights[(src_offset + 1u)]; |
| let c = buf_in.weights[((src_offset + 0u) + ubo.width)]; |
| let d = buf_in.weights[((src_offset + 1u) + ubo.width)]; |
| let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0)); |
| buf_out.weights[dst_offset] = (sum / 4.0); |
| let probabilities = (vec4<f32>(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001)); |
| textureStore(tex_out, vec2<i32>(coord.xy), probabilities); |
| } |
| } |